2. MECHANICS
2.1. Mechanics - the foundation of
physics
The first and most important part
of the areas of physics is mechanics, which forms a basis for other parts to be
presented later. The quantities used here will reappear in many placer - there are
many types of forces, but all follow the laws of Newton. Velocity is not only a
quantity to be studied for its own sake, but for example the velocity of an
electric charge affects how it reacts to magnetic fields. The mechanics studied
in this topic is classical mechanics, developed mainly in the time period
1600-1800. A more precise modern theory of mechanics, involving Einstein's
theory of relativity and quantum mechanics can be learned later. For most
technical applications - including advanced technology like sending a
spacecraft to the planet Mars - this classical mechanics is still sufficient.
2.2.Where are we? How far did we
go?
We start the physics course with
mechanics which deals with questions like where something is, how fast and in
what direction it moves, how its motion changes, what causes it, and some
consequences of the answers to these questions. All this fits the universal
character of physics. An example of this is the quantity speed (described
later): a car may drive at a speed, an animal may run or fly at a speed, blood
can flow through your veins at a speed, a distant star or galaxy may move
towards or away from us at some speed.
Before we get to the quantity
speed, we need to describe something more fundamental: where something is. In
physics, there are two ways to tell how far something has moved or how far from
a certain point it is:
distance = how you went measured
along the path you actually took. The tripmeter in a car measures distance.
Since the road can be curved it is difficult to say what direction you took,
and distance is then a scalar. Common symbol : s
displacement = how far it is from
where you started to where you stopped in a straight line. If you look at the
map maybe you can find out that the town you drove to is 25 km to the northwest
of where you started. This is a vector, which also often has the symbol s.
If only two directions are
possible, it is convenient to used positive values for displacements in one
direction and negative in the opposite.
Ex. The train moved 500 m forwards
and then 200 m backwards.
* If we call the
forwards direction positive, the total displacement is 500m + (-200m) = 500 m -
200 m = 300 m.
* If we call the
backwards direction positive, we have -
500 m + 200 m = - 300 m.
Note:
· in
both cases we could add the displacements, with their signs. The same
formula could have been used: stotal = s1 + s2
· the
answers are different although they represent the same motion in the real
world. They must be interpreted using the chosen definition of which direction
that is positive.
2.3. How fast are we
moving?
This can also be
described either with or without a direction:
speed = distance/time This is a scalar.
Unit ms-1
velocity =
displacement/time This
is a vector, same unit.
(note that 1 ms-1
= 3.6 kmh-1)
The same formula is used
for both (v for velocity or speed, s for distance or displacement, t for time):
v = Ds/Dt [DB p.
4]
The symbol D stands for the change in something
= the difference between what it is now and what it was before. In many
situations it can be dropped - for example the time for something to happen is
the difference between what the clock showed after it and when it started, but
if we started a stopwatch from zero when the event started, then the reading on
the stopwatch when the event is over equals the time it took. We then often use
the formula in the form
v = s / t
If the velocity is constant (both
magnitude and direction!), we have what is called uniform motion, UM.
Frames of reference and relative
velocity
Example: A boat A moves with 5 ms-1
downstream, another boat B with 5 ms-1 upstream in a river
flowing 2 ms-1 relative to
the shore. Both move at 5 ms-1 in the "river's frame of
reference", but their speeds in the "shore frame of reference"
(or their speeds relative to the shore) are 3 ms-1 and 7 ms-1.
2.4. Acceleration
If the velocity changes
(magnitude and/or direction), we have an acceleration. We will first focus on
cases where something moves along a straight line, but where the speed = the magnitude
of the velocity changes. We use these symbols:
u = initial velocity
v = final velocity
t = time to change
velocity from u to v
a = acceleration
Dv = v-u = change in velocity
The definition of
acceleration is then
a = Dv/Dt [DB p.
4]
where we can write Dv/Dt = (v - u) / t (assuming that t = the time it took for the velocity to
change from u to v). Acceleration is a vector and its unit is ms-2
(which means m/s2). The formula is often written in this form after
solving for v:
·
a = (v - u) / t multiply
both sides with t so
·
at = (v - u) = v - u move - u to the left
side, letting it change sign
·
at + u = v or
as below:
v = u + at [DB p. 5]
If the acceleration a is constant,
we have uniformly accelerated motion, UAM.
· Near earth, all things
fall down with a gravity acceleration g = 9.81 ms-2 if we do
not think of air resistance.
2.5. Graphs
UM:
· The graph
of velocity as a function of time (velocity on y-axis, time on x-axis) is a
horizontal straight line (the velocity is constant). If an object has traveled
for the time t with the velocity v, the displacement (how far it as moved) is
given by v = s/t => s = vt. This is the of the area (rectangle) under the
graph.
· The graph
of displacement as a function of time is a straight line which is steeper the
higher the velocity is. Compare this to the graphs of y = x, y = 2x, y = 3x etc
where the graph y = kx is steeper the higher k is. Here we have s = vt with s
instead of y, v instead of k and t instead of x. The velocity is now the
gradient (slope) of the line. This means that you take any two points A and B
on the curve and find how much higher B is than A, then divide it by how much
further to the left B is than A.

m05a
UAM:
· The graph
of v as a function of t is now a rising straight line starting from u (initial
velocity) on the velocity axis. During the time t it reaches the level v (final
velocity). The distance traveled is still the area under this graph
- now a trapeze (like a triangle on top of a rectangle). This area can be found
by adding the areas of the rectangle and the triangle or by finding the mean
or average velocity vm which is (u+v)/2. Since s = vmt we then
get:
s
= [(u + v)/2]t
· The graph
of displacement s as a function of time is now not a straight line but a curve bending
upwards (getting steeper and steeper - the gradient or slope is still = the
velocity, but since this increases all the time, we would need to draw a
"help line" (called tangent) and find the gradient = slope of this by
choosing two points on it)

m05b
Other types of motion
(neither UM or UAM)
If the velocity is not
constant (not UM) and the acceleration not constant (not UM) is still true that
the travelled displacement is the area under the v-t curve (which may be found
with geometry, numerical approximations on a computer, or other methods) and
that the velocity at a certain time is the slope of the s-t curve.

m05c
Instantaneous and
average values
If one quantity is the
gradient (slope) of another (e.g. velocity from displacement or acceleration
from velocity) we can graphically find either an average or an instantaneous
value. The average value is the change in the vertical coordinate / the change
in the horizontal coordinate. The instantaneous value is the
"average" value for an infinitely small change in the horizontal
coordinate.

m05d
2.6. The 4 equations of
uniformly accelerated motion = UAM
We already have
v = u + at [DB
p. 5]
and
s
= vmt where vm = (u+v)/2 [DB
p. 5]
We can now
· replace v in
2) by u +at and get vm = (u+u+at)/2 = (2u + at)/2
· simplify vm
= (2u +at)/2 = 2u/2 + at/2 = u + ½at
· to get s =
vmt multiply with t and have t(u + ½at) = ut + ½at2
so we have:
s
= ut + ½at2 [DB
p. 5]
Another possibility is
to
· solve
1) for t which gives t = (v - u)/a
·
replace t in 2) with this, so s =vmt = vm(v - u)/a
· use
from 2) that vm = (u + v)/2 to get s = (u + v)(v - u)/2a
· let
(u +v)(v - u) = (v + u)(v - u) = vv - vu + uv - uu = v2 -vu + vu - u2
= v2 - u2
which all gives us that
· s =
(v2 - u2)/2a which we multiply with 2a to get v2
- u2 = 2as
· and
finally v2 = u2 + 2as so :
v2
= u2 + 2as [DB p. 5]
Note that the equations are
valid only for constant acceleration!
2.7. Force and mass
Force (a
vector quantity)
is
the cause of for example
· deformation
(stretching, bending, compressing, other). It is measured with a forcemeter
(dynamometer, newtonmeter) containing a spiral metal spring which is extended
(stretched out) more the greater the force is. Unit : 1 newton = 1 N.
· acceleration
= change in velocity per time.
Resultant force (resultant, total force, net force, sum of all
forces)
Often several forces act on the
same object. If you hold something in your hand, there is a force of gravity
pulling it down and a force from your hand upwards which may balance out the
downwards force so the resultant is zero. This can be handled by choosing one
direction as positive (ex. up) and giving the forces signs accordingly.
Example:
Force of gravity = Fg =
- 5.0 N Force of hand = Fh
= 5.0 N
Resultant = Fg + Fh
= - 5.0 N + 5.0 N = 0
Newton's 3 laws for forces :
Newton I
If the resultant force on an object is zero, its
velocity will be constant.
This can mean either of two
possibilities:
· the object
is at rest and will remain so as long as the resultant is zero (like the
object in your hand).
· the object
has some velocity and will keep it (both direction and magnitude) as long as
the resultant is zero. Example : A car comes to a curve where the road is
extremelt slippery because of ice. The driver would like to either slow down or
change direction, but because of the ice no force can be applied to it
horizontally, so it continues out into the forest where forces from trees it
collides with slows it down. (This was in the horizontal dimension - in the
vertical dimension there is a force of gravity down which is balanced out by
the force from the hard ice in the road keeping it from sinking into it).
A free-body diagram = sketch of an
object showing the forces acting on it using arrows with a length proportional
to the magnitude (if known). Forces (as other vectors) can using trigonometry
be resolved into components in two dimensions perpendicular to each other, and
the components added separately. The resultant force/ resultant/ total force/
net force can be found using Pythagoras.
Translational equilibrium = a
situation where the net force in all dimensions is zero. Example: an object
sliding down a slope at constant speed, when the component of the force of
gravity down the slope and the force (ex. friction) balance out, and the same
is true for the normal force (perpendicular to surface) and the component of
the force of gravity perpendicular to the surface (draw diagram, choose labels,
resolve into components!).
Newton II
If there is a resultant force F,
then there will be a change in velocity = acceleration
which is greater the greater F is,
but smaller the greater the mass of the object is.
a = F/m
A larger
engine giving a larger net force will increase acceleration
A larger
mass will decrease it.
F = ma [DB p. 5]
This means that the unit 1 N = 1
kgms-2 . Mass is a scalar, but acceleration is a vector, so the
force is also a vector.
Newton III
If A acts on B with the force F then B acts back on A
with - F
(-F is a force of the same magnitude
but opposite direction to F). Examples:
· A rifle
fires a bullet and acts with a force on it accelerating it forwards, but the
bullet acts back on the rifle so it recoils
· A
rocket engine in a space ship throws out gases acting with them, and then the
gases act back on the rocket with a force forwards (note that the rocket
does not "push against the air" to drive it forwards, it works out in
empty space).
Mass and weight
· mass is a
property of an object which it has whereever we take it - a 100 kg astronaut is
a 100 kg astronaut here or on the moon
· weight
is the force of gravity acting on something - on the moon where the force
of gravity is weaker, the weight in newtons is lower.
The force of gravity is
Fg = mg
where g = the gravity constant or
gravity acceleration = 9.81 ms-2 on earth, 1.6 ms-2 on
the moon.
· Inertial
mass = F/a (where F is resultant
force, regardless of what kind of force this - force of gravity, force of hand,
force of rocket engine, electrical forces or other).
· Gravitational
mass = F/g (near earth) the property of an object which determines how
large the force of gravity on the object is.
There is basically no
"good" reason why the inertial and gravitational masses should be the
same - why the quantity which says how much force of any kind is needed to
accelerate an object should be the same as the one which says how strong one
particular force (gravity) is. For other the three other fundamental
forces (electromagnetic, strong and weak nuclear force)
the strength of the force is determined by other quantities (ex. electric
charge).
2.8. Friction
Friction
The force of friction is caused by
interaction between atoms in the material of a surface and in an object in
contact with it. For the force of friction we have
Ffr = mkN and Ffr
< or = msN [DB p. 5]
m = positive friction coefficient, without unit, which can be
· kinetic (index k) or dynamic or sliding for
moving object (force opposite to velocity)
· or static
(index s) for object at rest (force opposite to net force trying to set it
in motion). In this case the value is such that the force of friction balances
any net force trying to set the object in motion until some maximum value, when
the object "jumps" into motion and the force of friction then is
kinetic (with a constant coefficient somewhat smaller than the maximum value
of the static one)
N = normal force, the force with
which the surface is pressing towards the object (on a horizontal surface N =
-FG so it can be replaced by the force of gravity in a calculation
where only magnitudes are involved.
Alternatively: We use different
positive-negative directions in the horizontal and vertical dimensions. This
means that N or FN (which is in the vertical dimension, balancing
out the force of gravity G or FG) may be given a different sign when
used to calculate the force of friction as the expression mN since m is always positive and the force of friction can be either positive or
negative depending our choice of directions. The force of friction is, in
principle, not affected by the area of the object which is in contact with the
surface.

m08a
For an object on an incline (slope)
it must be noted that the normal force is not the opposite of the force of
gravity, but of the component of the force of gravity perpendicular to the
slope.

m08b
For a moving object, Ffr
is in the opposite direction to the velocity. For a static object, it is in the
opposite direction to the resultant of all other forces acting on it.
2.9. Work, energy, power
Work and energy

m09a
If the force or a component Fs
of it is in the direction of its displacement, the work (a scalar) done is
W = (Fss
=) Fs cosq [DB
p. 5]
with the unit 1 joule = 1 J = 1 Nm-1
The amount of work done is the
energy (same unit) converted from one form to another.
In a velocity-time diagram the
displacement is the area under the graph since s =vt for UM, for other types of
motion the area is not a rectangle but still equal to s. Similarly, in a
graph of Fs as a function of s, the area under the graph - rectangle
or other - is the work W.
Kinetic energy
· if a car is
accelerated from rest by the constant horizontal force F then the work done is
W = Fs = mas; here q = 0
· from the
equation for UAM v2 = u2 +2as we now get v2 =
2as and then a = v2/2s
· inserting
this in W = mas gives W = ½mv2 which is "stored" in the
moving car, so
Ek = ½mv2 [DB p. 5]
Gravitational potential energy
· if an object falls from the height h
the force of gravity does a work W = Fs = mgs = mgh on it:
Ep = mgh [DB p. 5]
These sum of these is the total mechanical
energy, which is constant (that is, conserved) unless energy is lost to do
work against friction, air resistance or other.
Power
P (= E/t or W/t) =
work/time = Fv [DB p. 5]
unit 1 watt = 1 W = 1 Js-1.
Power is the amount of work done or energy transformed from one form to another
per time; it can be called the rate of working. "The rate of X"
means "how much X per time". Note that for an object moving at a constant speed v the power P =
W/t = Fs/t = Fv where F is not the resultant force but the
force keeping it in motion despite friction, air resistance etc.
Efficiency
e or h = Eout/Ein
or Pout/Pin [not in DB but a similar definition is given
in thermal physics, DB p.6]
where Ein is the work or
energy supplied and Eout that which is converted to something
"useful". What this is depends on the purpose of the device; for a
light bulb where a certain amount of electric energy is supplied, the useful energy
is that converted to light and the energy converted to heat wasted. For a bread
toaster, it is the opposite. Power can be used instead of work or energy since
the time t is canceled: Pout/Pin = (Eout/t)/(Ein/t)
= Eout/Ein
2.10. Springs
Linear springs
If a spring is extended (pulled
out) or compressed (pushed in) a displacement x it acts with a force according
to
F = (-) ks [DB p. 5]
A
force which follows this type of a formula is called a harmonic force.

m10a
where k = spring constant, unit Nm-1
(higher the stronger the spring is);
the minus sign shows that the force
of the spring is in the opposite direction to the displacement s from the
equilibrium position
Elastic potential energy
When a spring is extended or
compressed, work is done on it which can be stored in it as an elastic potential
energy. Since the force needed to overcome the force of the spring is not
constant but increases linearly the work done = the area under the force graph
= ½ * the base * the height = ½ * x * F = ½ * x * kx =
Eelas = ½kx2 [DB p. 5]

m10b
2.11. Momentum and impulse
Momentum (linear)
a vector quantity, unit 1 kgms-1
, is defined as:
p =mv [DB p. 5]
If we define momentum p = mv we can
also write NII as F = Dp/t (meaning "net force is the rate of change
in the momentum") since initial momentum = mu, final momentum = mv and
change in momentum per time = (mv - mu)/t = m(v - u)/t = ma = F. Note that
momentum = Fi. 'liikemäärä', Sw. 'rörelsemängd'. Fi. '(voiman) momentti' or
'vääntömomentti' and Sw. '(kraft)moment' or 'vridmoment' all = torque, a
quantity to be presented later.
Note: here F is the resultant force
F = Dp/Dt [DB p. 5]
When two objects A and B collide or
otherwise interact for the time t and no external force is acting (e.g. the force
of friction can is neglected), the total moment is conserved (the same before
and after the collision) since
· N III : A
acts on B with F so B acts on A with - F
· no external
forces, so these are the resultant forces on A and B
· N II for A:
- F = maA = m(vA - uA)/t = (mvA
- muA)/t = DpA / t
· N II for B:
F = maB = m(vB - uB)/t = (mvB
- muB)/t= DpB / t
· therefore DpA/t = - DpB/t and Dptotal = DpA + DpB = 0
· no change in
total momentum means it is the same before and after

m11a
In calculations for problems with
two objects colliding, the most useful form of this is
m1u1 + m2u2
= m1v1 + m2v2 [not in DB]
where the formula is adapted
according to the situation, e.g. :
· if object 2
was at rest before the collision then u2 = 0 and the term m2u2
dropped
· if the
objects stay together after the collision, then v1 = v2 =
v and m1v1 + m2v2 = (m1
+ m2)v
· one
direction is chosen positive, and the velocities given positive or negative
values accordingly. If a velocity is calculated, the sign shows its direction
Since momentum is a vector we can
have collisions in two dimensions where the momentums and/or the velocities are
split up into components in two perpenducular dimensions. These are then both
conserved m1u1X + m2u2X = m1v1X
+ m2v2X and m1u1Y
+ m2u2Y = m1v1Y + m2v2Y).
The components of the momentum are found using trigonometry like for
velocities.

m11b
Another useful relation is the
following: Since p = mv => p2 = m2v2 =>
p2/2m = ½mv2 so:
Ek = p2
/ 2m [DB p. 5]
Impulse
I = FDt = Dp [DB p.5]
(unit 1 kgms-1 = 1 Ns) where F is the resultant force acting on
an object, t the time during which the force acts (can be a very short time for
a collision). If the force acting is not constant, the only way to find the
impulse and with that the change in momentum is to find the area under the
graph of F as a function t. If we find the impulse from the graph, then I =
Dp = m(v-u).

m11c
Elastic collisions
In an elastic collision, e.g. two
hard billiard balls colliding and bouncing apart, the total kinetic energy
is also conserved.
Example: A billiard ball A with the
mass m and velocity uA collides elastically with another identical
ball B at rest. What will happen?
Conservation of momentum: muA + muB
= mvA + mvB
=> muA = mvA + mvB
=> uA = vA +
vB
Conservation of kinetic energy: ½muA2 +
½muB2 = ½mvA2 + ½mvB2
=> ½muA2 = ½mvA2
+ ½mvB2
=> uA2 = vA2
+ vB2
=> (vA + vB)2 = vA2
+ vB2
=> vA2 + vB2
+ 2vAvB = vA2 + vB2
=> 2vAvB = 0
which is possible only if vB
or vA is = 0. The first would require that B is affected by a force without
any change in velocity (impossible) so the latter is true.
Inelastic collision
If some kinetic energy is lost,
only momentum is conserved (if no external forces act). We must assume that a collision
is inelastic unless other information is given. In a completely inelastic
collision, all kinetic energy is lost (like two identical cars colliding head
with the same speed at forming a wreck at rest together. Since momentum is a
vector, the total is conserved - it is zero both before and after!).
2.12. Projectile motion:
Projectile motion = UM horizontally
and UAM vertically at the same time
This
can be a grenade shot from a cannon, a ball thrown or kicked. The horizontal
and vertical motion can be separated - split the initial velocity vector u in
such components uh and uv:

m12a
We get than uh = ucosq and uv = usinq. After that the UM horizontal part
and the UAM vertical part are treated with the same equations as before:
Horizontally
: uh = sh/t = constant = vh
Vertically
: vv = uv + avt sv = ((uv + vv)/2)t sv
= uvt + ½avt2 vv2
= uv2 + 2avsv
where the vertical acceleration av
= g = 9.81 ms-2 downwards (given a positive or negative sign depending
on whether you chose up or down as positive). The common variable is the time
t which can be used to link results from the vertical and horizontal
dimensions.
Example: A ball is kicked at the
initial velocity u at an angle q on a horizontal field.
What is its range?
· uv
and uh are obtained as above
· the
time is the same as the time would be for the ball to return to the ground if
thrown vertically upwards with uv
· sv
= uvt + ½avt2 = t(uv + ½avt)=with
sv = 0 and uv and av having opposite signs
gives t = 0 or (uv + ½avt) = 0 so t = - 2uv/av
(positive)
· then
the horizontal uh = sh/t gives sh = uht
At any time during the
projectile motion the "final" velocity (the velocity after the object
has travelled from the start to the point we are interested in) is found as v =
(vh2 + vv2)½ and the
angle q' to the horizon from vh/vv
= tan q' giving q' = arctan(vh/vv).

m12b
The path followed by an
object in projectile motion is part of an upside-down parabola (like the
graph to y = -x2 ). The reason for this is that the sv as
a function of time is second-degree equation
sv = uvt + ½avt2
or sv = ½avt2 + uvt (compare y = ax2 + bx)
and when changing the time values on
the horizontal axis to displacement (positition) values with sh = uht
for a constant uh the shape of the graph does not change (compare
plotting y = -x2 with different scales on the horizontal axis).
2.13. Rotation
Torque
t = Fr sin Q [DB
p. 5]
The torque (turning moment, moment
of a force) is F times the perpendicular distance r to the pivot (point around
which we turn). If F is not at a 90 degree angle to r, we can either take the
component of r which is (r sin Q) or the component of F
which is (F sin Q). Both give the same
formula. Torque is a vector quantity, the possible directions are clockwise and
counter-clockwise. When Q = 90o we use
the shorter formula
t = Fr

m13a
We now have two conditions for an
object to be at rest:
· translational
equilibrium : the resultant force acting on it is zero (in all dimensions,
usually no more than two)
· rotational
equilibrium : the resultant torque is zero (around all possible pivot
points)

m13b
The center of gravity is a point
where one can assume that the force of gravity is acting. For objects made of a
homogenous material, it is the geometric center (ex. in the middle of a staff).
The center of gravity may not be located in the object (e.g. for a ring it is
in the center of the ring).
For problem solving:
· the forces
must balance out in all directions (up/down, left/right, others)
· the torques
must balance out around any pivot (choosing ones where the perpendicular
distance for a force is zero makes a term disappear!)
Using these principles we try to
form a number of equations which give us the values of all unknowns.
2.14. Circular motion
Angles in degrees and radians
One full turn (revolution) in a
circle is 360o = 2p radians => 1 radian
= (180/p)o. The time
or period of a circular motion = T and the speed v = 2pr / T where r is the radius of the circle.
Centripetal and centrifugal force
"Uniform circular motion"
= motion at a constant speed v in a circle It is not UM since the direction
of the velocity is changing. To keep an object in circular motion we need
· a
centripetal force directed in towards the center of the circle. (ex. whirling a
ball in a string: you can not push with a string, only pull)
Because of Newton's III law we then
also get
· a
"centrifugal" force acting on what makes the object go in a circle, not
on the object itself (ex. an outward force acts on the finger holding the
string)

m14a
If we think of an equilateral triangle
with two sides = r and between these a small angle, then third side is ≈
the distance (in a bent curve) traveled by a point on the circle. Since the
vector v is always perpendicular to r, it turns the same angle as an imagined
string with the length r would have. We note that the 'new' vector v is the
first vector v plus the change in velocity Δv which only affects the
direction of v, not its magnitude or length. Two equilateral triangles with the
same angle between the equal sides are similar to each other in such a way that
the ratio between corresponding sides is the same, so for example:
which by inserting v = 2pr/T also gives
a = v2/r = 4p2r/T2 [DB p. 5]
which together with F = ma
gives the
centripetal force Fc = mv2/r
The centripetal force is not a new
fundamental force (like gravity, electromagnetic force, nuclear forces) nor is
it a particular force of any more specific type (friction, air resistance,
tension in a string - all of which are consequences of mainly electromagnetic
forces between atoms and molecules) but rather it is so that different forces
(fundamental or their forms in specific cases) act as centripetal force in a
certain sitation. Examples:
- for a planet around a sun or a
moon or satellite around a planet : gravity
- for a car taking a curve: static
fricition between wheels and ground
- for the ball whirled in a string
: force of tension in the string
- later : electromagnetic force
acting as centripetal force for particles in a magnetic field
[Rotational mechanics, not necessary
in the IB
For rotational motion a set of mechanics formulas
similar to those for linear mechanics (objects moving in a straight line) can
be developed. Instead of the distance or displacement s we can study the angle
turned, or the angular displacement q. In radians we have by definition
q = s/r
where r = the radius of the circle and s = the
distance covered along its circumference. In a similar way we can define an
angular velocity w = q/t (the angle turned per time) and an angular
acceleration a = w/t (the change in angular velocity per time).
The results on a rotational motion of a force
depend on how far from the center of rotation it is applied, so force will be
replaced by torque, t = Fr.
Without proof we will notice that mass also
will be replaced by "moment of inertia", I or J where J = mr2
if all the mass is at the same distance from the center or axis of rotation. If
not, then it can be shown that J follows certain formulas like J = 2/5*mr2
for a sphere, J = (1/3)ml2 for a bar of length l rotating around one
end (like a baseball bat) or J = (1/12)ml2 for the bar rotating
around its center (like a propeller). Time is the same for linear
(translational) and rotational motion. Summary:
TRANSLATIONAL => ROTATIONAL
s => q = s/r
v => w = v/r
a => a = a/r
F => t = Fr
m => J = mr2
Using the "word list" above we can
"translate" the known translational formulas into the corresponding
rotational ones, for example:
v = u + at => wfinal = winitial + at
s = ut + ½at2 => q = winitialt + ½at2
F = ma => t
= Ja
Ek = ½mv2 => Erotational = ½Jw2
p = mv => L = Jw
The rotational or angular momentum L
will be relevant in Atomic physics later. We may notice that:
L = Jw = mr2(v/r) = mvr
for an electron in a circular orbit around the
nucleus of an atom. ]
2.15. Universal gravitation
Earlier we have always used FG
= mg for the force of gravity. But if we go to another planet or moon g has a
different value, and if we move far away from our own planet gravity also gets
weaker. A more universal formula (valid everywhere in space) is that the force
of gravity between two point masses (small masses) m1 and m2
at a distance r from each other is (Newton's law of universal gravitation)
F = Gm1m2/r2 [DB p. 5]
where G = the universal gravity
constant = 6.67 x 10-11 Nm-2kg-2
and the minus sign means that
gravity is always attractive
Strictly we should calculate the
force of gravity between every possible pair of atom in two larger objects
attracting each other, but it can be shown (using 3-dimensional integrals!)
that
if the object is a homogenous
sphere, for places outside the sphere we get the same result as if we assume
that all the mass is in the center of the sphere.
Newton's III. law : if m1
attracts m2 with F then m2 attracts m1 with an
equally big force in the opposite direction.
2.16. Gravitational field and
potential
Gravitational field strength (=
gravity acceleration)
The gravity acceleration or gravity
"constant" g (9.81ms-2) is not always constant now, but
can be calculated for a general case:
Let m1 be the mass of
earth and m2 that of an object outside earth. FG = m2g
and the law of universal gravitation give
m2g = (-)Gm1m2/r2
=> (when m first stands
for the mass of a small object and then for that of the planet or other large
central body)
g = F/m = Gm/r2 [DB p. 4]
This can be called the gravitational
field strength and is a vector, towards the center of the earth. Generally
for any point in space, where more than one planet contributes,
g = Fresultant/m
Potential energy - the new way
Old way (still OK near earth or near planet
with known g-values) : An object falls from rest from the height h2
down to h1. With what speed will it reach h1? The change
in potential energy becomes kinetic energy, so
mgh2 - mgh1 =
½mv2 etc. But this was assuming a constant value for g, which is not
correct if it falls from 5000 km to 3000 km above the surface of the earth.
Gravitational potential energy
It can be shown (with integrals)
that the gravitational potential energy for an object m2 at a
distance r from a point mass or from the center of a sphere (not the surface!)
with the mass m1 is (same as force but r, not r2):
Ep = -Gm1m2/r [DB
p. 5]
If we say that the zero level of
the potential energy is infinitely far away and the minus sign shows that an object
at this distance is bound to the planet m1 and if put there at rest
soon will fall down to it, unless it has or gets energies of other kinds, e.g.
kinetic or work done by a rocket engine.
Gravitational potential
To generally describe how much potential
energy an object m2 would have if placed here we can give the
potential energy per mass of the object, which is called gravitational
potential. It has the unit Jkg-1 and is defined as V = Ep/m2
so (when m = mass of planet or large central body):
V = -Gm/r [DB
p. 5]
This means that if we know the
potential at some point, the Ep which is often useful in
calculations is the potential times the mass of the object there. If air
resistance can be skipped, it does not make any difference how we move between
the levels h1 and h2 - the energy we get or which is
required is the same (= the force of gravity is a conservative force; total
mechanical energy is conserved regardless of how we move. The force of friction
is non-conservative.)
Summary
|
Quantity |
At planet surface |
In general |
Unit |
|
force |
F = mg |
F = Gm1m2/r2 |
N |
|
field intensity |
g = F/m |
g = Gm/r2 |
Nkg-1 (=ms-2) |
|
potential energy |
Ep
= mgh |
Ep
= -Gm1m2/r |
J |
|
potential |
V = Ep/m = gh |
V = -Gm/r |
Jkg-1 |
Where only one mass m is indicated
in the "in space" versions, it indicates the mass of the planet or
other massive central body. The quantity gravitational potential V = gh is
rarely used in the "near earth" situation. It could be relevant if
the same application could be used near the surfaces of two different planets.
E.g. a pump which on earth can pump up water to a height h is more specifically
able to move water through a certain gravitational potential difference which
leads to different h-values depending on the g-value on the planet in
question. This situation can be further
complicated by differences in athmospheric pressure on the planets, if the pump
mechanism depends on that.]
2.17. Orbital motion
For planets moving around a sun,
moons or satellites around a planet, the force of gravity is acting as the
centripetal force. We often start calculations by noting that for a
satellite with mass m2 orbiting a planet with mass m1 at
the distance r from the planets center, not its surface we have
Fc = FG => m2v2/r =
Gm1m2/r2 => m1v2 = Gm1m2/r
For the satellite in a stable orbit
we then have:
· the kinetic
energy Ek = ½mv2 = Gm1m2/2r
· the potential
energy Ep =
-Gm1m2/r
· the total
mechanical energy Ek + Ep = (Gm1m2 - 2Gm1m2)/2r
= - Gm1m2/2r

m17a
Note: the so called free fall or
"weightlessness" in a stable orbit does not mean that astronauts do
not have any mass in space nor that the force of gravity has been shut off. The
force of gravity has not even become very much weaker in an orbit near earth -
e.g. 300 km above the planet surface the distance to the center has only
increased from maybe 6370 km to 6670 km. The astronauts are
"weightless" because the (slightly weaker) force of gravity is acting
as a centripetal force, it is needed just to keep them circling the earth in
this orbit instead of flying out in space in a straight line. There is no
force left over to pull them towards the floor of the spacecraft as the force
of gravity does when it stands on the ground.
Escape speed
If a spacecraft is given a high
enough speed from the surface of a planet, it may get a positive kinetic energy
equal to or higher than the negative potential energy it has when it is
"bound" to the planet. It could then move infinitely far away from
the planet without ever being pulled back, unless it uses its engine to slow
down. The minimum necessary speed for this (disregarding resistance in the
planet's atmosphere) can be found using:
Ek + Ep = 0
(for the minimum escape speed, we just about reach infinity with the speed
about 0 so the Ek = 0; the Ep is zero at infinity by
definition).
so
Ek = - Ep =>
½m1v2 = -(-Gm1m2/r) => v2 = 2Gm1/r => (when m = mass of
planet or large central body)
vesc = Ö( 2Gm/r) [not in DB]
Note: Since the earth is rotating
and spacecraft follows it, it has some kinetic energy before the start. To use
this it is favourable to let the rocket start close to the equator (where the
ground moves with a higher speed than close to the poles to make a revolution
in 24 hours) and towards east, in the direction of rotation. One also wants to
have some open sea under the first part of the trajectory (path) so that if the
rocket explodes, the pieces do not fall on people. This has led to the choices
of location (Florida for the USA, French Guayana for France).
2.18. Kepler's laws
Both Kepler I and II can
mathematically be proven as necessary consequences of Newton's law of universal
gravity, although this is very advanced.
Kepler I : the planets orbit the
sun in ellipses with the sun in one focus
Kepler II : a line from the planet
to the sun sweeps the same area in the same time

m18a
Consequence: it must move faster
when it passes the focus where the sun is, and is near to it. For earth, this
occurs when the axis of the earth is tilted so the southern hemisphere is
towards the sun. For this reason the summer is slightly shorter down there and
Antarctica colder than Greenland (there is a little more incoming sunlight when
the sun is closer in the summer there, but this effect turns out to be less
important than the length of the summer).
Kepler III : if a planet (now mass
m2) orbits the sun (now mass m1) with the time period T
at an average distances r to the (center of the) sun, we can by approximating
the ellipses to circles get:
T2 is proportional to r3
<=> T2 µ r3 <=> T2
= a constant times r3 or r3 = another constant times T2
Why? The speed = distance/time = 2pr/T so Fc = FG gives as
earlier p. 14
m2v2/r = Gm1m2/r2
=> m1v2 = Gm1m2/r =>
m2(2pr/T)2 = Gm1m2/r => (4p2r2/T2) = Gm1/r
=>
1/T2 = Gm1/4p2r3 => T2
= 4p2r3/Gm1 =
kr3
which in the data booklet is
described as:
T2 / R3
= constant [DB
p. 5]
Note: Kepler III is valid
only for objects rotating around the same central mass, e.g. different planets
around a sun or different moons or satellites arounde the same planet. A
convenient form of Kepler's III. law for two planets or other objects A and B for
which it is valid is:
TA2 / rA3
= TB2 / RB3